Rugby League Playing Guide Rugby League Playing Guide Introduction Each Rugby League team has 13 players & 4 substitutes available at any time in the game. Each team is made up of 7 'backs' and 6 'forwards'. The backs are generally regarded as the attacking players and usually have more pace than the bigger more powerful forwards who are usually the 'yard' makers. On-field Positions Object Of The Game: For one team to score more points than the other team. A team can score points through scoring a 'try' or kicking a 'goal'. Each team in effect, is given six tackles or chances to score. If after six tackles they have not achieved this then the ball is given to the other team who then also have the chance to score with six tackles. If a team has not scored by the fifth/last tackle then the 'acting half-back' will generally pass the ball to the teams 'kicker' who will punt the ball downfield in order to gain 'territorial advantage'. The only disadvantage to this tactic is that if the ball goes out of play on the 'full' before bouncing, the opposition gain possession of the ball form where the kick was originally made.

It becomes slightly more complicated than this, but if you grasp this concept then you will have a greater understanding of the game. Key phrases and terms A Try A try is worth four points and is scored when one team's player touches the ball down over the goal line/try line of the opposition . A conversion follows and is worth two points if successful. This is achieved by kicking the ball over the cross bar and between the goal posts. For a try and conversion a team will thus score 6 points. Forward Pass/knock on The ball can only be passed in a backwards motion between players. Therefore, if the ball is passed in a forward motion towards the opponents goal-line or knocked forward by the attacking team when attempting to catch it, then play will stop and will be re-started with a scrum awarded to the opposing team. Scrum The two sets of 'Forwards' (six from each team) lock together and the ball is put into the middle by the "Scrum-half" of the team that have been awarded the scrum (called the feed). In modern day rugby, the team feeding the scrum will nearly always win possession from the scrum.

Play The Ball After a tackle is made, the tackled player restarts the action and the next "tackle" by standing upright and rolling the ball through his legs to a team-mate stood directly behind him. The opposing team must stand at least 10 metres in front of the player when this is taking place. Offside Several different types but the most common is when at least one member of the opposing defending team, encroaches within the ten metres at the play the ball - a penalty will result. This offence usually leads to the greatest number of penalties within a game and causes the most distress amongst the fans! Penalty Awarded for any foul or rule contravention. The team awarded the penalty can either kick for goal, or kick for touch and take six more tackles level with where the ball landed in touch or continue with six more tackles. Acting half-back This is a player from the attacking team who picks up the ball immediately following a play the ball and passes it to a team mate or makes an attacking run. He is generally the hooker. Advantage Allowing the advantage means allowing play to proceed if it is to the advantage of the team which has not committed an offence or infringement.

Blood-bin Occurs when a player has blood showing or flowing from a wound. The referee instructs the player to leave the pitch in order to clear up the blood injury so that it is not visible. The player may leave the field for a maximum period of 10 minutes. Any longer and this temporary substitution becomes a permanent one. Dead Ball Means that the ball is out of play. i.e. the field of play. Drop Goal his type of kick is worth one point to a team if kicked successfully. Sometimes referred to as a field goal, this is a goal scored by propelling the ball on the full, over the cross bar by drop kicking it. Dummy The pretence of passing or otherwise releasing the ball whilst still retaining possession of it in attempt to cause confusion to the defending team. 40/20 Rule This was introduced to reward excellence in kicking for touch. If a player kicks the ball into touch and he is within 40 metres of his own line, (the 40 metre line is marked on the field of play) if the ball BOUNCES into touch within the 20 metre area of his opponents half, then the side who have kicked the ball will have head and feed at the resulting scrum.

This virtually guarantees possession in an attacking position and is just reward for a precise kick covering over half the length of the field. Kick-off The method of restarting the game at the beginning of each half or after a try, drop-goal or goal has been scored. Kicker Each side generally has a kicker who takes kicks either in general play and/or kicks for goal. Any player from either side may kick at any point in play however. Obstruction Is the illegal act of impeding an opponent who does not have the ball. Marker Is a player from the defending team who stands directly in front of the attacking player at the play the ball following a completed tackle. The marker must stand directly in front of the tackled player and not move until the play the ball has been completed otherwise he will be penalised. Play the ball Is the act of bringing the ball into play after the tackle has been completed by the team with the ball. Referee The man in charge of keeping control of the game and making sure that the game is played within the rules of the sport. He is present on the pitch at all times and it is his job to award penalties to teams if required and make any decisions whilst still maintaining the flow of the game.

Sin-Bin Occurs when a player from either team commits an offence which the referee deems to be more serious than an ordinary foul. The referee shows the offending player a 'yellow card' which means that the offending player must leave the field immediately for a period of 10 minutes. Substitutes There are 4 on each team and can be introduced at appropriate moments in the game to replace another player from the same team. Squad Numbers These were introduced for the start of Super League in order for every team's Super League squad member to be identified with a consistent number(s) which they kept for an entire season. Was introduced as a promotional tool so fans could identify with their heroes. Territorial Advantage Each team aims to spend as much time as possible in the oppositions half , this is known as territorial advantage. Zero Tackle Kick reception resulting from an opponents kick in general play. Can also be applied by recovering the ball when lost by the opposition in a set of six tackles. Effectively creates seven tackles.

Forwards 5 Left Wing 7 Scrum Half Rugby league: Super League: Widnes 24 London 38 | Sport | The Guardian Moran leaves Vikings with a sinking feeling Widnes 24 London 38 Andy Wilson at the Halton Stadium Sunday 8 August 2004 20.24 EDT First published on Sunday 8 August 2004 20.24 EDT Share on Messenger Close It is six years since rugby league's lawmakers introduced the 40-20 rule to reward kicking excellence, and seldom can it have been exploited to more important effect. London Broncos were in danger of squandering an early 22-0 lead, hanging on nervously at 28-24 with 13 minutes remaining of this crucial relegation struggle. Then Dennis Moran, their diminutive Aboriginal inspiration, saw his opportunity, positioning himself inside his own half for a kick that found touch inches inside the Widnes 20. That allowed Moran to feed the ensuing scrum, securing possession near the Widnes line from which he sent Mark O'Halloran over for his second try to make the match safe.

That meant London clambered above Widnes in the table and are five points ahead of Castleford. More importantly, after beating Wigan and drawing with Leeds in their last two games at Griffin Park they look capable of taking more points, even from a far tougher run-in than any of the other endangered clubs. Instead it is the Vikings who are more likely to be overhauled if Cas can scramble a couple of wins from their last six fixtures. They have now won only twice in 14 matches and once in five since Neil Kelly, the coach who took them into the Super League three years ago, was sacked. The club appear rudderless on and off the field. They have been looking for Kelly's successor for more than a month but were snubbed last week by the former London loose forward Terry Matterson, who opted to stay in Canberra. Now it appears that a move to bring Clive Griffiths back from Welsh rugby union has also failed. Stuart Spruce, the former Great Britain full-back who remains in caretaker charge, said after this latest defeat that he no longer wants the job on a permanent basis, again questioning the commitment of the club's senior players.

"I think some of them are just resigned to the inevitable," he said. "The club's thrown incentives at them, I don't know what more they can do. A lot of them are out of contract so they might have signed for other clubs anyway. But I'm not giving up." Spruce attempted to shame some of those senior players into improvement by highlighting the effort of Phil Wood, a tiny teenage half-back who was thrown into the action early on when Craig Weston suffered a neck injury. Late in the first half, with Widnes trailing 6-22 Wood refused to concede an interception try to Moran and was rewarded when London's match-winner dropped the ball as he looked for support. "He chased a lost cause to keep us in the game and showed the spirit he's got as a Widnes lad who's proud to play for Widnes," added Spruce. There had been little sign of that in the starting 13 as they conceded tries to Jim Dymock, Rob Purdham and two to the full-back Jon Wells, whose second was the best of the day as he showed great skill to collect an offload from Paul Sykes.

But the introduction of Wood and two other youngsters who have joined the Vikings on loan, Tommy Gallagher and Matthew Whittaker, produced a remarkable transformation. Daniel Frame touched down Stephen Myler's kick to break their duck, Myler converted and added a penalty. Even after O'Halloran's first had re-established a 20-point lead for the Broncos early in the second half three quick tries from Paul Devlin, Adam Hughes and David Mills generated huge cheers from a home crowd who had been jeering in the first half. However they left anxiously contemplating the growing danger of relegation, and probably wishing that the 40-20 rule had never been invented. Widnes Vikings: Holmes; Devlin, Bird, Hughes, Hall; Weston, Myler; Hobson, Millard, Mills, Hay, Frame, Finnigan. Substitutes: McCurrie, Wood, Whitaker, Gallagher. London Broncos: Wells; Kirkpatrick, Roy, O'Halloran, Greenwood; Sykes, Moran; Stringer, Highton, Trindall, Retchless, Purdham, Dymock. Substitutes: Mbu, Thomas, Bawden, Sampson.

New York Raiders Rugby League Advertising American National Rugby League Rules Try: A try is worth four points and is scored when one teams player touches the ball down over the try line of the opposition. A conversion follows worth two points if successful and is achieved by kicking the ball over the cross bar and between the goal posts. For a try and conversion a team will thus score six points. Forward Pass/Knock On: The ball can only be passed in a backwards motion between players. Therefore, if the ball is passed in a forward motion towards the opponent's goal-line or knocked forward by the attacking team when attempting to catch it, then play will stop and will be re-started with a scrum awarded to the opposing team. Scrum: The two sets of "Forwards" (six from each team) lock together and the ball is put into the middle by the "Scrum-half" of the team that have been awarded the scrum (called the feed). In modern day rugby, the team feeding the scrum will nearly always win possession from the scrum.

Play the Ball: After a tackle is made, the tackled player restarts the action and the next "tackle" by standing upright and rolling the ball through his legs to a team-mate stood directly behind him. The opposing team must stand at least 10 metres in front of the player when this is taking place. Offside: Several different types but the most common is when at least one member of the opposing defending team, encroaches within the ten metres at the play the ball - a penalty will result. This offence usually leads to the greatest number of penalties within a game and causes the most distress amongst the fans! Penalty: Awarded for any foul or rule contravention. The team awarded the penalty can either kick for goal, or kick for touch and take six more tackles level with where the ball landed in touch or continue with six more tackles. AN A-Z OF OTHER THINGS TO NOTE Acting half-back: This is a player from the attacking team who picks up the ball immediately following a play the ball and passes it to a team mate or makes an attacking run. He is generally the hooker.

Advantage: Allowing the advantage means allowing play to proceed if it is to the advantage of the team which has not committed an offence or infringement. Backs: As applied to a player who is not in the scrum. They comprise of 1. Full Back, 2. Right Winger, 3. Right Centre, 4, Left Centre, 5. Left Winger, 6. Stand Off, 7. Scrum Half. Blood-Bin: Occurs when a player has blood showing or flowing from a wound. The referee instructs the player to leave the pitch in order to clear up the blood injury so that it is not visible. The player may leave the field for a maximum period of 10 minutes. Any longer and this temporary substitution becomes a permanent one. Dead Ball: Means that the ball is out of the field of play. Drop Goal: This type of kick is worth one point to a team if kicked successfully. Sometimes referred to as a field goal, this is a goal scored by propelling the ball on the full, over the cross bar by drop kicking it.

Dummy: The pretence of passing or otherwise releasing the ball whilst still retaining possession of it in attempt to cause confusion to the defending team 40/20 Rule: This was introduced to reward excellence in kicking for touch. If a player kicks the ball into touch and he is within 40 metres of his own line, (the 40 metre line is marked on the field of play) if the ball BOUNCES into touch within the 20 metre area of his opponents half, then the side who have kicked the ball will have head and feed at the resulting scrum. This virtually guarantees possession in an attacking position and is just reward for a precise kick covering over half the length of the field. Forward: A player who takes part in the scrum. Consists of: 8. Open Side Prop, 9. Hooker, 10. Blind Side Prop, 11 & 12. Second Row Forwards, 13. Loose Forward. Full-Time: Means the end of the game (80 minutes). Half-Time: Means the end of the first half (40 minutes).

Kick-off: The method of restarting the game at the beginning of each half or after a try, drop-goal or goal has been scored. Kicker: Each side generally has a kicker who takes kicks either in general play and/or kicks for goal. Any player from either side may kick at any point in play however. Obstruction: Is the illegal act of impeding an opponent who does not have the ball. Marker: Is a player from the defending team who stands directly in front of the attacking player at the play the ball following a completed tackle. The marker must stand directly in front of the tackled player and not move until the play the ball has been completed otherwise he will be penalised. Play the Ball: Is the act of bringing the ball into play after the tackle has been completed by the team with the ball. Referee: The man in charge of keeping control of the game and making sure that the game is played within the rules of the sport. He is present on the pitch at all times and it is his job to award penalties to teams if required and make any decisions whilst still maintaining the flow of the game.

Sin-Bin: Occurs when a player from either team commits an offence which the referee deems to be more serious than an ordinary foul. The referee shows the offending player a "yellow card" which means that the offending player must leave the field immediately for a period of 10 minutes Substitutes: There are four on each team and can be introduced at appropriate moments in the game to replace another player from the same team. Twelve substitutions are allowed in a match. Territorial Advantage: Each team aims to spend as much time as possible in the oppositions half, this is known as territorial advantage. Zero Tackle: Kick reception resulting from an opponents kick in general play. Can also be applied by recovering the ball when lost by the opposition in a set of six tackles. Effectively creates seven tackles. rugbyrugby@optonline.net KENYA RUGBY LEAGUE - Bacis of rugby league Bacis of rugby league Rugby League Playing Guide Introduction Each Rugby League team has 13 players & 4 substitutes available at any time in the game. Each team is made up of 7 'backs' and 6 'forwards'.

The backs are generally regarded as the attacking players and usually have more pace than the bigger more powerful forwards who are usually the 'yard' makers. On-field Positions 5 Left Wing 7 Scrum Half Object Of The Game: For one team to score more points than the other team. A team can score points through scoring a 'try' or kicking a 'goal'. Each team in effect, is given six tackles or chances to score. If after six tackles they have not achieved this then the ball is given to the other team who then also have the chance to score with six tackles. If a team has not scored by the fifth/last tackle then the 'acting half-back' will generally pass the ball to the teams 'kicker' who will punt the ball downfield in order to gain 'territorial advantage'. The only disadvantage to this tactic is that if the ball goes out of play on the 'full' before bouncing, the opposition gain possession of the ball form where the kick was originally made. It becomes slightly more complicated than this, but if you grasp this concept then you will have a greater understanding of the game.

Key phrases and terms A Try A try is worth four points and is scored when one team's player touches the ball down over the goal line/try line of the opposition . A conversion follows and is worth two points if successful. This is achieved by kicking the ball over the cross bar and between the goal posts. For a try and conversion a team will thus score 6 points. Forward Pass/knock on The ball can only be passed in a backwards motion between players. Therefore, if the ball is passed in a forward motion towards the opponents goal-line or knocked forward by the attacking team when attempting to catch it, then play will stop and will be re-started with a scrum awarded to the opposing team. Scrum The two sets of 'Forwards' (six from each team) lock together and the ball is put into the middle by the "Scrum-half" of the team that have been awarded the scrum (called the feed). In modern day rugby, the team feeding the scrum will nearly always win possession from the scrum. Play The Ball After a tackle is made, the tackled player restarts the action and the next "tackle" by standing upright and rolling the ball through his legs to a team-mate stood directly behind him.

The opposing team must stand at least 10 metres in front of the player when this is taking place. Offside Several different types but the most common is when at least one member of the opposing defending team, encroaches within the ten metres at the play the ball - a penalty will result. This offence usually leads to the greatest number of penalties within a game and causes the most distress amongst the fans! Penalty Awarded for any foul or rule contravention. The team awarded the penalty can either kick for goal, or kick for touch and take six more tackles level with where the ball landed in touch or continue with six more tackles. Acting half-back This is a player from the attacking team who picks up the ball immediately following a play the ball and passes it to a team mate or makes an attacking run. He is generally the hooker. Advantage Allowing the advantage means allowing play to proceed if it is to the advantage of the team which has not committed an offence or infringement. Blood-bin Occurs when a player has blood showing or flowing from a wound. The referee instructs the player to leave the pitch in order to clear up the blood injury so that it is not visible.

The player may leave the field for a maximum period of 10 minutes. Any longer and this temporary substitution becomes a permanent one. Dead Ball Means that the ball is out of play. i.e. the field of play. Drop Goal his type of kick is worth one point to a team if kicked successfully. Sometimes referred to as a field goal, this is a goal scored by propelling the ball on the full, over the cross bar by drop kicking it. Dummy The pretence of passing or otherwise releasing the ball whilst still retaining possession of it in attempt to cause confusion to the defending team. 40/20 Rule This was introduced to reward excellence in kicking for touch. If a player kicks the ball into touch and he is within 40 metres of his own line, (the 40 metre line is marked on the field of play) if the ball BOUNCES into touch within the 20 metre area of his opponents half, then the side who have kicked the ball will have head and feed at the resulting scrum. This virtually guarantees possession in an attacking position and is just reward for a precise kick covering over half the length of the field.

Kick-off The method of restarting the game at the beginning of each half or after a try, drop-goal or goal has been scored. Kicker Each side generally has a kicker who takes kicks either in general play and/or kicks for goal. Any player from either side may kick at any point in play however. Obstruction Is the illegal act of impeding an opponent who does not have the ball. Marker Is a player from the defending team who stands directly in front of the attacking player at the play the ball following a completed tackle. The marker must stand directly in front of the tackled player and not move until the play the ball has been completed otherwise he will be penalised. Play the ball Is the act of bringing the ball into play after the tackle has been completed by the team with the ball. Referee The man in charge of keeping control of the game and making sure that the game is played within the rules of the sport. He is present on the pitch at all times and it is his job to award penalties to teams if required and make any decisions whilst still maintaining the flow of the game. Sin-Bin Occurs when a player from either team commits an offence which the referee deems to be more serious than an ordinary foul.

The referee shows the offending player a 'yellow card' which means that the offending player must leave the field immediately for a period of 10 minutes. Substitutes There are 4 on each team and can be introduced at appropriate moments in the game to replace another player from the same team. Territorial Advantage Each team aims to spend as much time as possible in the oppositions half , this is known as territorial advantage. Zero Tackle Kick reception resulting from an opponents kick in general play. Can also be applied by recovering the ball when lost by the opposition in a set of six tackles. Effectively creates seven tackles. Ten innovations that made rugby league (and some that didn’t) | The Roar Ten innovations that made rugby league (and some that didn’t) The Storm take on the Sea Eagles, in a game that's sure to be tense - they always are! (AAP Image/Action Photographics, Ian Knight) Related coverage NRL news This success of rugby league can be attributed to its willingness to embrace new ideas and keep pace with the ever-increasing demands of spectators and the abilities of the modern-day players.

Ever since the sport broke away from rugby union in the late 1800s, rugby league administrators have continued to look at new innovations to enhance the excitement of the game. This article goes through 10 of the most significant and exciting rule changes over the past 50 years and a couple of rules that were tested but later over-turned. Successful rule changes The replacement of the slow-moving rugby ruck with a speedy play-the-ball and the reduction of the number of players from 15 to 13 were obviously the most significant rule changes ever devised, and are both key characteristics of the game. But it may come as a surprise to some that the rules have undergone a significant amount of fine tuning to create the style of play that we see today. 1. The six-tackle rule While the play-the-ball ensured that the ball was always alive and not hidden in the middle of a scrum or ruck, teams eventually became obsessed with retaining possession for long periods through the use of big forwards. A four-tackle rule was introduced in 1967 and was later revised to the six-tackle rule in 1971.

This rule change restored the free-flowing ball movement and open field running that is customary in the modern game and appealing to spectators, including television viewers. 2. Scrums replaced with hand-overs In 1983 handovers were introduced to replace scrums when a team was caught in possession after six tackles (or tackled for the sixth time in a set). Then in 1989, the use of the handover was extended to occasions when the attacking team knocked-on, kicked out on the full or ran into touch on the sixth tackle play. These attacking errors previously resulted in a scrum (as they still do when occurring in the middle of the tackle count). As a result, there are now fewer scrums and less time wastage. 3. The 20-metre restart The original 25-yard restart rule (which still exists in rugby union today) required defending teams to take a drop-kick on their 25-yard line if the ball was made dead by either the attacking team or defending team. This rule was over-hauled in the early days to punish defenders who deliberately made the ball dead in their own in-goal by introducing the familiar ‘goal-line drop-out’.

The 25-yard restart still applied if the ball was made dead by the attacking team, however in 1968 the rule was amended allowing the play to be restarted via an ‘optional kick’ which includes a tap-and-run or a downfield kick of any sort. This essentially gave possession back to the defending team which compelled half-backs to improve the precision of their attacking kicks. The 25-yard restart later adopted the metric system and is now known as the 20-metre restart. In 1986 a rule was introduced to reward players for ‘diffusing an attacking bomb’ by awarding a 20-metre restart to the defending team when an attacking kick is caught on the full in the in-goal area. Previously, the play would have continued after ‘marking the ball’ in-goal which made it quite easy to trap a defending player in his in-goal area and receive a repeat set of six tackles via a goal-line drop-out.

The incentive for employing a downfield kick at a 20-metre restart was boosted in 2001, when the rule was modified to award a scrum feed to the team restarting play if their restart kick successfully finds the touch line (but not on the full). The rule provides an opportunity to make an unexpected attacking play and swing the momentum. In recent years, the 20-metre restart for in-goal marks was changed to allow a ‘quick tap’ to be taken by the player marking the ball. Usually, a 20-metre restart cannot be taken until the defensive line has set. 4. The 10-metre defensive line The zero-metre defensive line inherited from rugby union was extended to three metres in the 1950s and then to five metres in the 1960s. In 1993 (mid-season), the reference point for measuring the defensive line at a play-the-ball was changed to where the ball is placed on the ground rather than the back-foot of the marker, and the defensive line was extended to 10 metres.

The 10-meter rule has promoted more lateral ball movement by attacking teams, however some critics have argued that the rule has encouraged the use of ‘wrestling tactics’ to slow down the play-the-ball and allow defenders to get back on-side. 5. Regulating the ball strip This rule was first introduced in 1991 and penalised defenders that were guilty of stripping the ball from the hands of an opponent player. Previously, defending players could strip the ball at any time. The rule was amended by the ARL in 1997 (and later adopted by the NRL) to allow the defending team to strip the ball in a one-on-one tackle. In 2008, the rule was revised such that a second tackler is now permitted to strip the ball if the attacker carrying the ball is attempting to place the ball for a try. There are many critics of the no-stripping rule who believe that it encourages poor ball security. 6. No striking at the play-the-ball In 1997, the ARL introduced a rule preventing markers from striking the ball in the play-the-ball, in an attempt to clean up the ruck.

This rule was adopted by the NRL in 1998 after reconciliation of the ARL and Super League competitions. 7. Banning the forward play-the-ball The ARL and Super League both introduced a rule preventing tackled players from playing-the-ball forward to themselves at a play-the-ball, even in the absence of any marker. This intention of this rule was to ensure that the play was not suppressed as a result of supporting players being slow to move into the dummy-half position. This rule was also adopted by the NRL in 1998. 8. The 40-20 kick The 40-20 rule was introduced by NRL in 1998 and was a modified version of the 40-10 rule which had proven successful in the 1997 ARL competition. The rule is intended reward accurate and long kicking in general play, by awarding the feed of the resulting scrum to the kicking team if the ball is kicked from behind his side’s 40 metre line and goes into touch past the opponent’s 20 metre line (but not out on the full).

Prior to the 40-20 rule, the non-kicking team would have been awarded the scrum feed. Since rugby league scrums are rarely contested, a kicking team will effectively gain 40 metres and a repeat set of six tackles after a successful 40-20 kick. The rule has also forced defending wingers and fullbacks to make a play for the ball rather than allowing it to find the touch line. 9. The zero tackle The zero tackle rule was first introduced by Super League in 1997 and then modified by the NRL 1998. Basically, when a player collects the ball directly after an opposition breach such as a knock-on or forward pass, the referee can decide to play-on rather than call for a scrum and the following tackle will be counted as the zero tackle. The rule was initially implemented as it was considered unfair for a tackle to be registered when a player dives on a loose-ball with limited opportunity to run. However, the zero tackle rule applies even when the team collecting the ball makes a significant territorial advantage. 10.

The match officiators For many years, rugby league matches were officiated by one referee and two touch judges, which is the generally the case for most junior leagues. In-goal touch judges were introduced in 1990 (for the finals series) to assist the referee in his decision making, but were later removed from the game with the development of the video referee. The Video Referee was first used by Super League in 1997 and adopted by the NRL the following year. While there are many critics of the video referee, it has certainly encouraged some spectacular feats of athleticism by try scorers (especially wingers) knowing that their acrobatic efforts will be reviewed in slow-motion rather than relying on the referee’s real-time perception. In 2009, a second referee was included to officiate games, which has been welcomed by most players and spectators. In recent years a dedicated time-keeper has also been introduced while a match commissioner and interchange official are now used in the European Super League. Rules that were overturned 1. Restricting the dummy-half In 1961, a rule was introduced to discourage pointless dummy-half running by awarding a scrum in the event that the dummy-half was tackled.

However, this rule was overturned in 1963 and dummy-half runs were once again unrestricted. 2. Kick-off following points In 1997, Super League amended the kick-off rule so that the non-scoring team would receive the kick after points were scored. The intention of this rule change was to prevent runaway score lines and create a more even contest, however the rule was never adopted by the NRL. Proposed Rule Changes 1. The 30-metre restart The most notable rule change suggested in recent times is the proposed ’30m restart’, advocated by the former Parramatta and Australian half-back Peter Sterling. Basically, the new rule would state that if the ball is kicked dead from outside the opposition’s 40-metre line, then the defending team would be allowed to restart play on the 30-metre line rather than the 20-metre line. The rule would punish attacking teams who deliberately kick the ball dead in order to gain territory and release pressure, which is often seen as unsportsmanlike conduct and an exploitation of the rules.

General managers give ideas on how to boost NHL goal scoring General managers give ideas on how to boost NHL goal scoring Josh Cooper (Photo by Bruce Bennett/Getty Images) More BOCA RATON, Fla. – Offense in the NHL is not at crisis levels. NHL general managers for the most part like the flow of the game and the product in general. But there are still some issues with that need to be addressed. Teams have scored a total of 5.4 combined goals per-game this season, which is the lowest goals total since the NHL instituted rule changes after the 2004-05 season to increase scoring. [ Join a Yahoo Daily Fantasy Hockey contest today ] In the past, there has been talk of increasing the size of the nets or changing the shape of the goalposts. That discussion has been tabled. Currently the talk of the general managers has centered around goaltender equipment and how there needs to be streamlined pads. This will likely be instituted for next season. Beyond goaltender’s pads, we talked to a few general managers at the league’s annual meetings at the Boca Raton Resort and Club and they gave their take on how to increase offense.

Tim Murray, Buffalo Sabres “I think we have a good game but if we create a couple more goals that would be great. With the coach’s challenge, maybe when they’re 50/50 we just allow the goal and that’s our default position and if we allow the goal that will create more offense, but I’m pretty happy with the offensive part of it right now.” “I was a big proponent of changing the kicking rule so now we’re a lot more lenient of pucks going off skates, it has to be a soccer style kicking motion for it not to be (a goal), so I was on that committee and was a big proponent of that. If we could find something like that, it’s an issue in the press and we as managers would like to see a little more goals, no question." On not allowing icing to teams on the penalty kill “There was complete interest. We’re totally interested. Blow it down, come back the other way and have a face-off. Our concern in our group was lengthening games. I think short term, it is. But I think then, you’re going to have more skill, guys flipping pucks as we see now in games.

Maybe you’re not going to have that one-dimensional penalty killer anymore. Maybe you have to have more skill killing a penalty because you have less options. It’s going to change things. One decision has a ripple effect. So, we’ll see." On making a time limit for players in the trapezoid behind their goal net "I see guys standing there for five seconds while four other guys change. Then, he skates away from the puck, but it’s still sitting there and he changes. Then, by the time the new ‘D’ comes on, it’s 20 seconds and we’re still sitting there." Chuck Fletcher, Minnesota Wild “Soccer goals … no, I think bigger nets, it’s probably an emotional reaction to the size of the goalie equipment. Kay Whitmore (with the NHL) is doing a great job and we’re on the right path but I do think the goaltending equipment needs to be readjusted and we’ve started that process. We’re making progress and I’m confident next year there will be some adjustments.” Ray Shero, New Jersey Devils “Goalie equipment.

I was looking at a picture of Ken Dryden in the 1971-72 season, I said to one of the managers next to me, ‘look at how big the nets were back then.’ I mean, obviously they’re the same size but I really think the goalie equipment – to me I don’t see the need to make the nets bigger or anything like that. I really want to take a look at the goalie equipment and eventually, hopefully in my lifetime we’re going to see it because we talk about it every year and I wasn’t here last year and that was probably a good thing because I missed the conversation but we’re back at it again and the same thing so I look forward to the day, with safety, we can get the goalie equipment where it should be.” David Poile, Nashville Predators “I think we should stick with the goaltender equipment. It has been a process, we haven’t gotten there as quickly as I would hope we could and I would continue to work on that.” Lou Lamoriello, Toronto Maple Leafs “I’ve seen some of the greatest games 2-1 and 1-0, so I may be the wrong person to talk about that.

I think there are games that are 7-5 that I don’t think are enjoyable. As long as it’s good, hard competitive hockey, scoring is a subject that’s overworked and over talked about. We have to check the goaltending equipment and zero in on that, and I think that will help a lot.” Read More Doug Wilson, San Jose Sharks “I think the numbers don’t always dictate how the game is being played. I think most of us feel the game is in a pretty good place. I think the scoring opportunities, the ability for our players to show their skillset and talent is something we all want and I think the goaltending equipment is a part of that obviously. I think the style of play – you want to reward excellence and not cater to mediocrity. We want people to try and win games to try and score goals and create offense, but you also want the defenders to show their skillsets and I think we’re getting to a pretty good point. You look at 3-on-3. It’s pretty exciting.

It’s probably working the way people wanted it with less games getting to shootouts, so that’s where we’re trying to get to.” “You take a look at the icing on the penalty kill. Why would you reward a team that’s penalized to do something they can’t do at any point of the game? We’ll discuss that tomorrow a little bit more. There’s all little things like that. You can’t take one suggestion out of context, you have to apply it to the whole thing, but I think our theme is we want to reward people who are trying to win games and make the game better and faster and dictate how games are played and personally I’m OK with that. Reward excellence, force people to get better and that’s a good thing.” Doug Armstrong, St. Louis Blues “Let’s clear up the goalies, which is 'Step 1.' There’s always unintended consequences to every decision. I think the games are exciting. I think if we’re not getting scoring chances that’s an issue. If we’re getting scoring chances and not enough goals, we’d all be nervous if the games weren’t having scoring chances.

Sometimes the goalies are just better than the shooters, but if we can get the equipment to something everyone’s comfortable with, the goalies and the players, that’s the first step. “ Steve Yzerman, Tampa Bay Lightning “We just played the Boston Bruins and the game was 1-0 and they scored in overtime and I thought it was an excellent hockey game and there were chances at both ends of the rink. We have to continue to develop good players and then we’ll get more offense. We’ve been talking about these rule changes for year upon year upon year. Ultimately you get good players and encourage them to play with their skill.” “I think the next step would be to try to get a little more control over the goaltender’s equipment. If that fails to generate anything, maybe you talk about the nets, but I don’t see us going there yet.” MORE FROM YAHOO HOCKEY

Question: In which sport does the '40/20 Rule' reward excellence in kicking?
Answer: RUGBY LEAGUE